In combat<\/a>, characters and monsters are in constant motion, often using movement and position to gain the upper hand.<\/p>\n
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.<\/p>\n
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter<\/a> who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.<\/p>\n
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you\u2019ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can\u2019t use the new speed during the current move.<\/p>\n
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly<\/em> spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.<\/p>\n
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.<\/p>\n
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.<\/p>\n
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.<\/p>\n
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.<\/p>\n
You can drop prone<\/strong> without using any of your speed. Standing up<\/strong> takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend<\/p>\n
15 feet of movement to stand up. You can\u2019t stand up if you don\u2019t have enough movement left or if your speed is 0.<\/p>\n
To move while prone, you must crawl<\/strong> or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.<\/p>\n
You can move through a nonhostile creature\u2019s space. In contrast, you can move through a hostile creature\u2019s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature\u2019s space is difficult terrain for you.<\/p>\n
Whether a creature is a friend or an enemy, you can\u2019t willingly end your move in its space.<\/p>\n
If you leave a hostile creature\u2019s reach during your move, you provoke an opportunity attack, as explained later in the chapter.<\/p>\n
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly<\/em> spell.<\/p>\n
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.<\/p>\n